Fomorian

Monster Manual (2025) p. 123

Size
Huge
Type
giant
Alignment
chaotic evil
AC
14
Initiative
0
Hit Points
172 (15d12+75)
Speed
walk 40 ft.
Skills
Stealth +3, Perception +8
Senses
darkvision 120 ft.
Passive Perception
18
Languages
Giant, Undercommon
Challenge
8
Environment
underdark
STR
23
+6
DEX
10
+0
CON
20
+5
INT
9
−1
WIS
14
+2
CHA
6
−2

Traits

Proficiency Bonus

+3

Treasure

Any: The monster's treasure hoard can include monetary treasure and any kinds of magic items.

Actions

Multiattack

The fomorian makes two Stone Club attacks. It can replace one attack with a use of Warping Hex if available.

Stone Club

Melee Attack Roll: +9, reach 15 ft. Hit: 24 (4d8 + 6) Bludgeoning damage.

Warping Hex (Recharge 4-6)

Wisdom Saving Throw: DC 16, one creature the fomorian can see within 120 feet. Failure: 21 (6d6) Psychic damage, and the target gains 1 Exhaustion level. Success: Half damage only.

recharge

D4

Other data

description

Once infamous for their magical aptitude, fomorians are giants afflicted with a fey curse. In their pride, they were tricked into invading the Feywild to claim its magic for their own. When the archfey rulers of that realm united, the fomorians were turned back and cursed with supernatural strangeness to make their bodies match their vile souls. Ever since, fomorians have dwelled in the Underdark amid the ruins of their magical cities. The archfey's curse afflicts them still, tormenting them with wandering cankers, lurching organs, and stranger discomforts. Rather than atoning for their offenses, fomorians harness the magic of their curse and turn it against others. Roll on or choose a result from the Fomorian Warping table to inspire the cosmetic effects a creature undergoes while they're affected by a fomorian's Warping Hex.

Fomorian Warping:

1d4The Fomorian's Hex Causes...
1Colorful, wandering pustules.
2Excessive sweating of rainbow-hued fluids.
3Patches of wriggling hair.
4Veins that bulge and lurch under the skin.